following tut, bs happend.

gdnative decided to hardcode the directories of is includes to godot_cpp for the directory of the fucking git repo.
This commit is contained in:
Edward R. Gonzalez 2022-05-12 08:18:55 -04:00
parent dda45c851c
commit 96dad8a849
10 changed files with 211 additions and 4 deletions

3
.gitmodules vendored
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[submodule "Engine/gd"]
path = Engine/gd
url = https://github.com/godotengine/godot
[submodule "Engine/gdnative_cpp"]
path = Engine/gdnative_cpp
url = https://github.com/godotengine/godot-cpp

3
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[gd_scene format=3 uid="uid://bqqewt05ne1ad"]
[node name="main" type="Node"]

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Subproject commit 95a2303e37fd28b20c2e53f82e867f5a08e1af53

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Source/SConstruct Normal file
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#!python
import os
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
ProjPath = os.path.abspath("../");
print("Project Path: " + ProjPath);
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', ProjPath + '/Engine/gdnative_cpp/bin'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = ProjPath + "/Engine/gdnative_cpp/godot-headers/"
cpp_bindings_path = ProjPath + "/Engine/gdnative_cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env['p'] != '':
env['platform'] = env['p']
if env['platform'] == '':
print("No valid target platform selected.")
quit();
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# Check our platform specifics
if env['platform'] == "osx":
env['target_path'] += 'osx/'
cpp_library += '.osx'
env.Append(CCFLAGS=['-arch', 'x86_64'])
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
cpp_library += '.linux'
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
env.Append(CCFLAGS=['-W3', '-GR'])
env.Append(CXXFLAGS='/std:c++17')
if env['target'] in ('debug', 'd'):
env.Append(CPPDEFINES=['_DEBUG'])
env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
env.Append(LINKFLAGS=['-DEBUG'])
else:
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(bits)
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
GDNative_Src = ProjPath + '/Engine/gdnative_cpp/src/*.cpp'
Src = ProjPath + "/Source/*.cpp"
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=[GDNative_Src])
env.Append(CPPPATH=[Src])
sources = Glob(GDNative_Src, Src)
print(sources);
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))

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#include "gdexample.h"
namespace godot {
#pragma region GodotRT
void GDExample::_register_methods()
{
register_method("_process", &GDExample::_process);
}
void GDExample::_init()
{
time_passed = 0.f;
}
void GDExample::_process(float delta)
{
time_passed += delta;
Vector2
newPos = Vector2(
10.0 + (10.0 * sin(time_passed * 2.0)),
10.0 + (10.0 * cos(time_passed * 1.5))
);
set_position(newPos);
}
#pragma endregion GodotRT
GDExample::GDExample()
{}
GDExample::~GDExample()
{}
}

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Source/gdexample.h Normal file
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#pragma once
#include <Godot.hpp>
#include <Sprite.hpp>
namespace godot {
class GDExample : public Sprite
{
GODOT_CLASS(GDExample, Sprite)
public:
#pragma region Data
float time_passed;
#pragma endregion Data
#pragma region GodotRT
static void _register_methods();
void _init();
void _process(float delta);
#pragma endregion GodotRT
GDExample();
~GDExample();
};
}

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Source/gdlibrary.h Normal file
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#include "gdexample.h"
#define gd_export(Type_) \
extern "C" Type_ GDN_Export
gd_export(void)
godot_gdnative_init(godot_gdnative_init_options* o)
{
godot::Godot::gdnative_init(o);
}
gd_export(void)
godot_gdnative_terminate(godot_gdnative_terminate_options* o)
{
godot:Godot::gdnative_terminate(o);
}
gd_export(void)
godot_nativescript_init(void* handle)
{
godot::Godot::nativescript_init(handle);
godot::register_class<godot::GDExample>();
}

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